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Found 1 result

  1. In my mission I have Irani general to be killed otherwise he is getting to enemy barracks and the mission is failed. The problem is the vehicle with the general's group does not trigger task state to "FAILED". Here what I have to spawn the generals groups (working) : veh2 = "LOP_SYR_UAZ" createVehicle [4043.84,5518.31,4.76837e-007]; generalgrp = createGroup [east,true]; generalgrp addVehicle veh2; general = generalgrp createUnit ["O_Officer_Parade_Veteran_F", [4051.8,5504.99,0], [], 0, "NONE"]; guard1 = generalgrp createUnit ["LOP_IRAN_Infantry_SF_Grenadier", [4053.94,5508.33,0], [], 0, "CAN_COLLIDE"]; guard2 = generalgrp createUnit ["LOP_IRAN_Infantry_SF_Rifleman", [4052.81,5501.81,0], [], 0, "CAN_COLLIDE"]; generalgrp setBehaviour "CARELESS"; generalgrp setSpeedMode "LIMITED"; {_x limitSpeed 5} forEach units generalgrp; {_x assignAsCargo veh2} forEach units generalgrp; [general,guard1,guard2] orderGetIn true; guard1 assignAsDriver veh2; Group in spawned and gets in a vehicle. Order group to go to the barracks generalgrp move [3110.86,6298.28,0]; They move to barracks and then I want to use BIS_fnc_taskSetState to make the mission fail. A place a trigger, condition OPFOR present and on act : ["task5","FAILED",true] call BIS_fnc_taskSetState; The task is defined by trigger at the begining: private _myTask = [west,"task5","kill_general",objNull, "CREATED",-1,true,"kill",false] call BIS_fnc_taskCreate; And by this in description.ext : class CfgTaskDescriptions { class kill_general { title = "Kill the Irani general."; description = "Main task of phase one of the operation is finding and ellimination the Irani general. His demise will prevent the city to organize good defense. We have an informator, called Jafar, who will stop his vehicle next to the building where the general is hiding. Locate Jafar in the purple zone and tail his truck. Afterwards ged rid of Jafar and other witnesses if possible."; marker = ""; }; }; The problem is they don't activate the trigger ? and the task is not failed. If I just make condition true to this trigger it works ok. What is wrong? If the player kills the general task is succeeded without any problem with !alive general and: ["task5", "SUCCEEDED"] call BIS_fnc_taskSetState;
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